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https://github.com/sockspls/badfish
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Small code style triviality in evaluation
No functional change. Signed-off-by: Marco Costalba <mcostalba@gmail.com>
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1 changed files with 19 additions and 20 deletions
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@ -39,9 +39,9 @@
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namespace {
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namespace {
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const int Sign[2] = {1, -1};
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const int Sign[2] = { 1, -1 };
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// Evaluation grain size, must be a power of 2.
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// Evaluation grain size, must be a power of 2
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const int GrainSize = 4;
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const int GrainSize = 4;
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// Evaluation weights, initialized from UCI options
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// Evaluation weights, initialized from UCI options
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@ -175,20 +175,19 @@ namespace {
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const Value MidgameQueenOn7thBonus = Value(27);
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const Value MidgameQueenOn7thBonus = Value(27);
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const Value EndgameQueenOn7thBonus = Value(54);
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const Value EndgameQueenOn7thBonus = Value(54);
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// Rooks on open files
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// Rooks on open files
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const Value RookOpenFileBonus = Value(43);
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const Value RookOpenFileBonus = Value(43);
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const Value RookHalfOpenFileBonus = Value(19);
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const Value RookHalfOpenFileBonus = Value(19);
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// Penalty for rooks trapped inside a friendly king which has lost the
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// Penalty for rooks trapped inside a friendly king which has lost the
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// right to castle:
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// right to castle.
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const Value TrappedRookPenalty = Value(180);
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const Value TrappedRookPenalty = Value(180);
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// Penalty for a bishop on a7/h7 (a2/h2 for black) which is trapped by
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// Penalty for a bishop on a7/h7 (a2/h2 for black) which is trapped by
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// enemy pawns:
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// enemy pawns.
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const Value TrappedBishopA7H7Penalty = Value(300);
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const Value TrappedBishopA7H7Penalty = Value(300);
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// Bitboard masks for detecting trapped bishops on a7/h7 (a2/h2 for black):
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// Bitboard masks for detecting trapped bishops on a7/h7 (a2/h2 for black)
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const Bitboard MaskA7H7[2] = {
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const Bitboard MaskA7H7[2] = {
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((1ULL << SQ_A7) | (1ULL << SQ_H7)),
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((1ULL << SQ_A7) | (1ULL << SQ_H7)),
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((1ULL << SQ_A2) | (1ULL << SQ_H2))
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((1ULL << SQ_A2) | (1ULL << SQ_H2))
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@ -199,7 +198,7 @@ namespace {
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// happen in Chess960 games.
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// happen in Chess960 games.
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const Value TrappedBishopA1H1Penalty = Value(100);
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const Value TrappedBishopA1H1Penalty = Value(100);
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// Bitboard masks for detecting trapped bishops on a1/h1 (a8/h8 for black):
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// Bitboard masks for detecting trapped bishops on a1/h1 (a8/h8 for black)
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const Bitboard MaskA1H1[2] = {
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const Bitboard MaskA1H1[2] = {
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((1ULL << SQ_A1) | (1ULL << SQ_H1)),
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((1ULL << SQ_A1) | (1ULL << SQ_H1)),
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((1ULL << SQ_A8) | (1ULL << SQ_H8))
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((1ULL << SQ_A8) | (1ULL << SQ_H8))
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@ -223,7 +222,7 @@ namespace {
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/// the strength of the attack are added up into an integer, which is used
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/// the strength of the attack are added up into an integer, which is used
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/// as an index to SafetyTable[].
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/// as an index to SafetyTable[].
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// Attack weights for each piece type.
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// Attack weights for each piece type
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const int QueenAttackWeight = 5;
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const int QueenAttackWeight = 5;
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const int RookAttackWeight = 3;
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const int RookAttackWeight = 3;
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const int BishopAttackWeight = 2;
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const int BishopAttackWeight = 2;
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@ -257,14 +256,14 @@ namespace {
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Value SafetyTable[100];
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Value SafetyTable[100];
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// Pawn and material hash tables, indexed by the current thread id
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// Pawn and material hash tables, indexed by the current thread id
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PawnInfoTable *PawnTable[8] = {0, 0, 0, 0, 0, 0, 0, 0};
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PawnInfoTable* PawnTable[8] = {0, 0, 0, 0, 0, 0, 0, 0};
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MaterialInfoTable *MaterialTable[8] = {0, 0, 0, 0, 0, 0, 0, 0};
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MaterialInfoTable* MaterialTable[8] = {0, 0, 0, 0, 0, 0, 0, 0};
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// Sizes of pawn and material hash tables
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// Sizes of pawn and material hash tables
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const int PawnTableSize = 16384;
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const int PawnTableSize = 16384;
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const int MaterialTableSize = 1024;
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const int MaterialTableSize = 1024;
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// Array which gives the number of nonzero bits in an 8-bit integer:
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// Array which gives the number of nonzero bits in an 8-bit integer
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uint8_t BitCount8Bit[256];
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uint8_t BitCount8Bit[256];
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// Function prototypes
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// Function prototypes
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